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Zebra patterns for some of the new geometries
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@@ -3176,7 +3176,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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if(orig) gm = V;
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}
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if(behindsphere(V)) return;
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// if(behindsphere(V)) return;
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callhooks(hooks_drawcell, c, V);
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@@ -3472,7 +3472,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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if(c->wall == waChasm) {
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if(c->land == laZebra) fd++;
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if(c->land == laHalloween && !wmblack) {
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transmatrix Vdepth = mscale(V, geom3::BOTTOM);
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transmatrix Vdepth = wmspatial ? mscale(V, geom3::BOTTOM) : V;
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queuepolyat(Vdepth, shFloor[ct6], darkena(firecolor(ticks / 10), 0, 0xDF),
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PPR_LAKEBOTTOM);
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}
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@@ -4227,6 +4227,7 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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if(!chasmg) {
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#define D(v) darkena(gradient(0, col, 0, v * (sphere ? spherity(V * cellrelmatrix(c,i)) : 1), 1), fd, 0xFF)
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// #define D(v) darkena(col, fd, 0xFF)
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if(sha & 1) {
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forCellIdEx(c2, i, c) if(chasmgraph(c2))
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@@ -4254,10 +4255,10 @@ void drawcell(cell *c, transmatrix V, int spinv, bool mirrored) {
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}
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}
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if(chasmg == 2 && wmspatial && sphere) {
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if(false) if(chasmg == 2 && wmspatial && sphere) {
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forCellIdEx(c2, i, c) if(chasmgraph(c2) == 0) {
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transmatrix V2 = V * cellrelmatrix(c, i);
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if(!behindsphere(V2)) continue;
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// if(!behindsphere(V2)) continue;
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bool w = isWarped(c2);
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int wcol2, fcol2;
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setcolors(c2, wcol2, fcol2);
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